"Just as the big smile hits my face I happen to glance back to my base. Hmmm. What the heck are ten mutas doing coming in over my probe line?" -AQD3
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| [im]..maxboy zerg vs. my protoss | | | Author: | | | IP: | ppp-03-2XXXX | | Date: | 04/01/01 01:04 | | Game Type: | Starcraft | | Labels: | none | | Report Rating: , # of Ratings: 1, Max: 6, Min: 6 Lifetime Rating for makamell=): 6.6667 |  | I couldn't sleep at 2am last night. No matter how long I lay in my bed, slumber would not come. So as I'm lying there, I think, "I can at least do something if I'm not able to sleep, and what better than starcraft!" So I walk downstairs, only to realize that it is really 3 am because of daylight savings time, but what the hell, I can at least play a game or two and then hit the sack (again).
I've been practicing ladder games on this account for a couple days now, and i'm up to 1115 with a 11-8-0 record. I hate to just jump into a ladder game cold, so i make game 1v1 temple!@#$% and wait. In strolls [im]..maxboy. His ladder record is 29-0-0, with a rating of 1818. Never one to pass up the opportunity to play someone better than me, I say "gl," pick protoss, and hit the start button. He picks zerg right before the timer runs out.
I get the right start position and start mining. pylon on 8, scout with that probe counterclockwise. Nothing at 12. I warp in a gateway on 10 and another just as my probe gets to the left ramp. I discover a hatchery morphing at the top of it.
At that moment I decided to go corsair. I've had some success with this strat against a zerg that doesn't early expand. Hoping to catch him off guard, I cancel my second gateway at get gas immediately. My scouting probe discovers a morphing spawning pool. I hotkey the probe and order it to attack a drone.
Back at my base I warp in cybernetics core and as soon as I have the minerals I order up a zealot. In between I hear "Your forces are under attack" so hit my hotkey and order the probe to get the hell out of there (learned that little trick from a Mark4 report). I quickly take a look at his base to see that around 3 drones had attacked the probe, but it escapes with hitpoints in the red. I order it to stand guard at his natural.
Meanwhile, I warp in another pylon, start another zealot, and get a starport as soon as my core finishes. When I left his base he was not getting gas yet, and I thought to check if he had expanded to another start position right off the bat. I grab a probe off minerals and order it to scout out the top and then the bottom. I also send my probe at his natural back into his base, which meets up with about 12 zerglings as it trys to climb the ramp.
At the same time I am starting my first corsair and my third zealot. I also start warping another pylon and a citadel of adun in order to get DT tech. When economy allows I start a second gateway as well. My scouting probe found an overlord at 12, but no hatch. Same thing at 6. If you are going for early corsairs, it is a good thing when the zerg sends his overlords out of his base, especially that far out =)
My first corsair comes out and i immediately start another, start my fourth zealot, and send the corsair straight to his main. I also start my templar archives as soon as the citadel is done. My corsair finds no ovies at his main, but he has gas at this point. I fly my corsair up to his natural on the way to 12 and I see about 2 control groups of zerglings start to head towards my base. I order the corsair to attack move to 12 and turn my attention back to my base.
My second corsair is ordered to attack move to 6. I start a zealot in each of my gates and send my current count of four zealots to my ramp. This could be ugly. I line the zealots up across the top of my ramp and have them hold position. The zerglings arrive and start to pour up the ramp. With my zealots positioning, one zergling is all that can attack each zealot at a time. I have all of my zealots selected and as one gets really close to dying, I select it and move it back really quick. The zergling that was attacking it targets another zealot and I then send the badly hurt zealot back in (another Mark4 trick). About 6 zerglings die. I lose a zealot. The remaining 3 can still keep the lings from running right into my base though. Another 4 to 6 zerglings die before I lose another zealot. I send two waiting probes into the fray and then my gates both produce another zealot. Before they can reach the ramp both my zealots at the ramp die and the probes soon follow. 8 zerglings engage my my two new zealots, resulting in the death of my last combat troops and leaving him with two zerglings that are finished off by three of my probes.
Woooooo. Made it out of that one. In a open area 24 zerglings will kill 4 zealots and maybe lose 4-5 of their number. Just like 4 lings will kill 1 zealot while only losing 1 or maybe 2 of their number. However, if one zealot were to fight those 4 lings one by one, I don't know if the zealot would come out with really low hitpoints or if one zergling would survive, but it would be close. That's why it holding the ramp allowed my zealots to be cost effective and hold against that large of a ling assault.
My corsairs are ordered back to his main. I start training two dark templar and I start a nexus at my natural. I get to his main with both corsairs and find two creep colonies and a morphing evolution chamber. The evo chamber finishes just as three fresh overlords are hatched. He starts morphing two spore colonies, but with the help of my late arriving 3rd corsair, all the lords are killed and I head up to his ramp. There are about 12 lings there, and my 2 DT are on their way. In my opinion, he is still in the game if he builds a spore colony at his ramp hatch. His lings start to head toward my base but when the leading two are vaporized by the warp blades of my templar just outside his natural, he concedes the game.
I hope everyone can stand the all text report. I know I've only reported games in which I won, but hey, I like those games the best =) I think this game, though short, had a lot of action and was definately exciting to play. IMO, early corsair against zerg followed by DT and then an early expansion is very strong. Even against hydra users, I can usually get 1 or 2 lords, especially when they scout with them recklessly. The DT can sometimes kill an expansion if you're lucky, but more importantly they give you time to get the expansion rolling and get psi storm. With two bases and constant production of templar and goons, I think toss can beat a zerg with two bases most of the time, especially after losing early lords. The important thing is to get the expo up ASAP. Of course, there's a lot of things a good zerg will do to really screw you up =) Anyway, thanks for reading and I like to hear any comments on tactics or the BR itself. Later, Makamell=) |
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